SDGNelson

SDGNelson



20 Apr

Post

On the weekends I like to try out little hobby projects. Usually to learn something new. This weekend I was curious to check out the Unity "Scriptable Render Pipeline" with the goal of "pixel art" style 3D.

Garden path with grass and colored shapes:

...
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10 Apr

Post

4.20.6.0 update continuing work on saving and loading.

I had actually been planning to work on melee this week. Yet here we are! Lots of nice improvements to share. In case you would like to share your melee suggestions here is the current status: https://trello.com/c/Ns9jDz2r

Newly Saveable

Eventually it would be great to be able to quicksave and then immediately quickload without any noticeable changes. In this direction, many more objects are now integrated with persistence:

Firing Range

... Read more

03 Apr

Post

4.20.5.0 update focused on saving and loading game state.

Persistence Overview

While there are definitely bugs still lurking, the foundations for saving and loading are relatively functional in the beta now:

Save Game Menu

Much more level state is persisted than in the original game. For example items manually placed in the level editor are onl...

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13 Mar

Post

4.20.4.0 update focused on splitscreen and gamepad (controller) support.

Sorted from most to least interesting.

I have fond memories of splitscreen multiplayer growing up, so supporting the feature is important to me. Next will probably be savedata and basic administrative / social tools.

Splitscreen Fixup

The majority of development for this update was spent tidying up features for splitscreen. There were a lot of interesting cases like:

  • Outlines on items need to be relevant per-viewer, but that stencil buffer state is per-object.
  • Spectating yourself as a split-screen local player.
  • Screen-space features like scope markers or centering the cursor need to make sure they are using the per-player screen region.
  • Many engine UI features like popup menus did not work properly with multiple players.

Splitscreen Options

If you have a keyboard / m...

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01 Oct

Comment

Thanks for bringing this up! The reasons it's wonky at the moment:

  • Field of view is horizontal, rather than vertical. For competitive games enforcing a consistent horizontal field of view between players makes sense, but for Unturned I think it makes more sense to allow a wider horizontal field of view for wide screens.
  • User interface safe zones are undefined and not configurable yet, but in the future should allow all of the UI to be kept in the center area.

I'll open a card for this on the quality-of-life roadmap list, as it is fairly important.


26 Sep

Comment

Technically it's possible by support manual recovery - if you send me an email with a link to your Steam profile at [[email protected]](mailto:[email protected]) I'll take a look!


20 Sep

Comment

Originally posted by Muffins117

How nice of Nelson to allow us to buy every item without RNG.

He's always done loot boxes fantastically.

Thanks for supporting the development, as well as for still linking the update notes! :)

On a more general note: thank you to everyone who has supported the development both interactively and financially, I hope Unturned II is worth the wait! Can't thank everyone enough, but there will definitely be 3.0 supporter benefits in 4.0 as well.

Comment

Following up on my comment from the other day: the Steam team confirmed that all the VR settings are disabled, so they're going to investigate what's going on here.


19 Sep

Comment

Uh oh! Thanks for bringing that up. Editor VR mode was disabled quite a while ago and all store VR settings were disabled, but there must be another setting somewhere thinking it still has VR support - will track that down.


17 Dec


11 Dec

Comment

I definitely agree, and I appreciate all the support from OP and everyone this thread. I feel bad getting everyone hyped up when it's not an interesting devlog, but maybe I should put a score in the title based on how cool it is and do them more frequently. Everything's still sort of coming together for the next big one, but right now they're all partway there (time split between many features). For example the past few days I've been working on the game modes for the next demo, which I've decided to now implement as mods so that I can experience the modding tools and make sure they're useful. :)


07 Oct

Comment

Originally posted by danaby2

/u/SDGNelson I'd like another refund.

Unplayable even after the patch! You should get a 2x refund.


11 Sep

Comment

Refunded. Will fix in today's patch!


15 Jul

Comment

Thanks for the post! It seems the process which was supposed to mark them as non-purchasable, yes-marketable didn't run properly. They should now be correctly tagged!


30 May

Comment

Taking the game down until a patch is ready!


25 May


18 May


12 May